Reaching for the Stars - A Stargate Quest

It gives 5 points + 5u1, so anything between 0 and 10 points with a strong bias towards the median.
The result is modified by a random event roll, which is influenced by the traits.

Rule of thumb: Putting the number of points in that equal the needed progress gives you more than 50% chance to finish the action this turn.
Oh thanks... i am also not blind i swear, as soon as i posted it i realized there was a rules section that expanded on mechanics.
:p
Also what if something Overflows so to speak? say it needs 3 progress and we roll and invested enough to get 4.

[X] Rescue Operation, Investments
-[X] Combat Mission to Abydos – SG-2, SG-3
-[X Base Improvement – Stargate Iris – 3 Points
-[X] Base Improvement – Better Quarters – 3
-[X] Base Expansion – Geological Survey – 1

-[X] Procurement – Ballistic Shields – 2
-[X] Recruitment – SG Team – 1
-[X] Technology Analysis – Staff Weapon – 1
-[X] Technology Analysis – Jaffa Armor - 2


Okay, so these are all investments, the Iris is super useful and important, but not immediately required so i am willing to risk not getting it this very turn.
Geological surveys are long term enough and expensive enough to both warrant a small investment for now and to not be worth massive investments.
Quarters are needed significantly for basing and more men that we will soon or at least I plan to next turn rapidly recruit.

Ballistic Shields would be massively helpful for the rescue operation, hopefully that goes through this turn. I can be turned against trying to rescue this turn if anyone thinks its better to do something else.

Research to try and see if we can figure weaknesses in both armor and host, also maybe the armor has something we can use to help us improve our equipment.
 
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[X] Plan No Man Left Behind, Wide Foundation
-[X] Combat Mission to Abydos – (SG-2, SG-3)
-[X] Base Improvement – Dismantle the Self-Destruct – (1)
-[X] Base Improvement – Stargate Iris – (3)

-[X] Recruitment – Veterans – (3)
-[X] Procurement – Optics – (1)
-[X] Outreach – Peterson SFB Commander – (1)

-[X] Outreach – Your Father – (1)
-[X] Technology Analysis – Jaffa Armor – (1)
-[X] Other - Stargate Anomaly – (1)
-[X] Autopsy – Symbiont – (1)


There are two big ideas in my plan. The first is rescuing SG-1 so I'm assigning both other teams to the rescue mission. Go in hard, fast, and get everyone out. Hopefully we impress Teal'c enough to get him to join up right away but the main thing is getting our flagship SG team back online. The next is getting a broad foundation under us, which unfortunately means spreading our commander actions around a bit but I think it is worth it to build up a broader base of capability over a couple of turns than go in on one big project. Optics are a cheap force multiplier, Veterans gets us decent manpower for relatively cheap, the Iris is a fairly critical defensive measure, and contacting the Peterson commander and our Father are cheap one off options that we should probably get out of the way (also I really want to make sure that if/when NID comes around that we can slug it out with them on more even footing in the political realm, though that is a longer term concern). The self destruct is also something we want to get rid of and one point sill gives a 50/50 shot of getting it done in one turn. With the unknown needed success for the research I figure we should spread it around a bit in case one of them is a cheap research and Armor, Anomaly, and Symbiont seem to be the most critical.
 
[X] Rescue Operation, Investments
-[X] Combat Mission to Abydos – SG-2, SG-3
-[X Base Improvement – Stargate Iris – 3 Points
-[X] Base Improvement – Better Quarters – 3
-[X] Base Expansion – Geological Survey – 1

-[X] Procurement – Ballistic Shields – 2
-[X] Recruitment – SG Team – 1
-[X] Autopsy – Host – 1
-[X] Technology Analysis – Jaffa Armor - 2


Okay, so these are all investments, the Iris is super useful and important, but not immediately required so i am willing to risk not getting it this very turn.
Geological surveys are long term enough and expensive enough to both warrant a small investment for now and to not be worth massive investments.
Quarters are needed significantly for basing and more men that we will soon or at least I plan to next turn rapidly recruit.

Ballistic Shields would be massively helpful for the rescue operation, hopefully that goes through this turn. I can be turned against trying to rescue this turn if anyone thinks its better to do something else.

Research to try and see if we can figure weaknesses in both armor and host, also maybe the armor has something we can use to help us improve our equipment.

I like this plan, but I'd advise swapping the autopsy for staff weapon research for two reason:
1, We might want fresher corpses for the autopsy.
2, With staff weapons we might get an indicaftion as to how good the ballistic shields are at withstanding them. Which might be important for the combat mission (from a planning perspective).
 
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I like this plan, but I'd advise swapping the autopsy for staff weapon research for two reason:
1, We might want fresher corpses for the autopsy.
2, With staff weapons we might get an indicaftion as to how good the ballistic shields are at withstanding them. Which might be important for the combat mission (from a planning perspective).
Sure. Changed.
 
[X] Rescue Operation, Investments
-[X] Combat Mission to Abydos – SG-2, SG-3
-[X Base Improvement – Stargate Iris – 3 Points
-[X] Base Improvement – Better Quarters – 3
-[X] Base Expansion – Geological Survey – 1

-[X] Procurement – Ballistic Shields – 2
-[X] Recruitment – SG Team – 1
-[X] Technology Analysis – Staff Weapon – 1
-[X] Technology Analysis – Jaffa Armor - 2
 
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[X] Plan: The Best Offense Is A Safe Haven
-[X] Combat Mission to Abydos – SG-2, SG-3
-[X] Base Improvement - Stargate Iris - 6
-[X] Recruitment - SG Team - 3
-[X] Outreach - Peterson SFB Commander - 1
-[X] Technology Analysis - Jaffa Armor - 2
-[X] Technology Analysis - Stargate Anomaly - 1

This is a more conservative plan focusing on defense and trying to raise the likelihood of completing two specific command actions this turn very high - completing a Stargate Iris and hiring a new team are both slightly overclocked, with the spare point going to outreach to our nearest bureaucratic ally. All three also benefit from a positive trait and no negative trait.

This is based on how our early missions and bureaucratic challenges have gone - this is a game where failure can compound, where a successful raid on our base can stick us with both penalties from damage and penalties from the political fallout. So I want to nail down the basics of a stronger defense (the iris, personnel, and the machine gun nests we already have) to ward that off before spreading points more widely and digging into longer-term investments. I don't think we need to fight the dice this much every turn, but for this turn? Yes, I want to contain our risks.

Combat mission and technology analysis I think is largely the same as other people's takes so I won't belabor that part other than to say armor is good and I think the stargate anomaly is something we should start ticking away at low point investment now.
 
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[] Base Improvement – Better Quarters – (Write-In number of points to allocate)
It would be preferable if more of your personnel lived on the base, as that makes it more likely for you to have them on hand in emergencies. Improve the accommodations to make that more palatable.
Progress: 0 / 5
Applicable Traits: Ample Funding
@Azel, in theory, if more people lived on the base, would that give us a bonus for using more manpower to build the base up in future turns?
 
@Azel, in theory, if more people lived on the base, would that give us a bonus for using more manpower to build the base up in future turns?
No. This is just a means to increase the chance that some specific person is immediately available in the extremely unlikely scenario of the base getting hit by an attack or some alien weirdness and you urgently need some specialist like Carter of Fraiser.

It's also a prerequisite for other improvements that are currently less relevant, like quarters for diplomatic guests.
 
[X] Plan Immediate Necessities
-[X] Combat Mission to Abydos - SG-2, SG-3
-[X] Base Improvement – Stargate Iris – (3 Command Points)
-[X] Recruitment – SG Team – (2 Command Points)
-[X] Recruitment – Veterans – (3 Command Points)
-[X] Outreach – Peterson SFB Commander – (1 Command Point)
-[X] Outreach – Your Father – (1 Command Point)
-[X] Technology Analysis – Staff Weapon – (2 Research Points)
-[X] Technology Analysis – Jaffa Armor – (1 Research Point)


3 Points on the Stargate Iris because with Apophis looking to settle his wounded pride with us at the very least we should close the gate on our end.

2 Points in recruitment just so we're not operating on bare bones anymore. Ideally next turn we can invest into an actual recruitment program.

3 Points in Veteran recruitment in hopes of synergy with the outreach, and again because our biggest problem is a critical lack of manpower.

And reaching out to the SFB commander and the Senator father for 1 Point each to get much needed political support for that funding and for recruitment help.

And lastly analyzing the weapons and armor to give our soldiers a clue on the best way to kill the aliens and not get themselves killed. True reverse engineering to the point where we can build the weapons is something I can't expect but at least we can figure out how they work.
 
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[X] Plan Immediate Necessities

Stargate is pretty fun, haven't seen a quest for it around before.

Probably good to get the basics out of the way. Though I'm pretty curious about how @Azel is going to explain nonsense like Jaffa armor.

Which is made out of super metal that's simultaneously supposed to be impossibly durable but can't protect them from any weapons actually used against them, and somehow the equivalent of cocaine for nuclear reactors but totally safe to handle.
 
@Duesal, you don't have SG-2 do anything. I'd suggest to send them training in a non-combat skill at least.
Thanks for the heads up.
[X] Plan Immediate Necessities
[X] Plan Immediate Necessities
[X] Plan Immediate Necessities
Since you guys voted for the plan heads up that I added SG-2 to the rescue mission.
 
[] Technology Analysis – Staff Weapon – (Write-In number of points to allocate)
You have four of the alien infantry weapons available. Have some of your scientist try to use them and disassemble one to see how they work.
Progress: 0 / ???

I suspect the result of this would be:-


View: https://youtu.be/NjlCVW_ouL8

[] Technology Analysis – Jaffa Armor – (Write-In number of points to allocate)
The armour worn by the aliens seems to be a mix of chainmail and metal plates. It seems almost medieval. Investigate it in detail to see if there is more to it than that.
Progress: 0 / ???

I always figured the headdress/helmet thing is more condusive for the Iron Man transformation sequence.
 
I think Death Gliders have shields so I think the writers thought that it would need a disproportionate amount of manpads to takedown a glider
I mean the Staff weapons themselves, but that's a good point.
ETA:
I'm not sure whay staff weapons would have value in either role. I don't remember seeing any indication that they are a threat to AFVs and they seem flatly inferior to both gun and missile based AA.
It wouldn't break me either way, but we won't know until we research it if it has settings appropriate to those roles, and I like to dream big.
 
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I've teased the matter already a bit, but let me just say that the staff weapon makes perfect sense in the doctrinal context of a Goa'uld army. Carter will have some musings on this if you start the relevant research action.

As for gliders, I'm decently certain there never were shielded versions in the show. The smallest vessels with shields were usually Al'kesh bombers and maybe an upgraded Tel'tak.
 
It wouldn't break me either way, but we won't know until we research it if it has settings appropriate to those roles, and I like to dream big.
For sure, I just think researching staff weapons are going to primarily lead to defensive equipment early on with offensive developments being bigger projects later on. More of a stepping stone than an end itself.
 
Well now you have me thinking and--

What's the unit organization we just saw? Remember, this mission was part subjugation. The tactical movement was clearly designed to come in via stargate, secure the stargate, and collect tribute or unwilling slaves. Dead slaves do no work, but you need a way to suppress revolts with a limited amount of people, materiel, and equipment-- namely, what fits through a single gate opening window.

That's important to teasing out their full doctrine.
 
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